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__bpydoc__ = """\
The FastOrigin addon enables one to interactively set the active objects origin, either by 3D
manipulator or Gkey with full support for snapping and realtime preview of this.


Documentation

First go to User Preferences->Addons and enable the FastOrigin addon in the Object category.
Select an object.  Invoke addon (button in Tools panel).  When in Object mode, addon will switch into
EditMode and create a single selected vertex which can be translated by standard means with snapping
on for vertices (this can be changed in the standard way to other targets or no snap , the snap target 
mode will be retained when using the addon a second time).  The 3D cursor will move along with the vert
to make the chosen position a bit clearer.  The old origin will remain visible during moving, this is
perfectly normal.
You can transform the view during operation.
Press ENTER to consolidate changes. 3D cursor and Editmode/Object mode
will be reset to before addon state.

REMARK - works only for mesh objects

If you wish to hotkey FastOrigin:
In the Input section of User Preferences at the bottom of the 3D View > Object Mode section click 'Add New' button.
In the Operator Identifier box put 'object.fastorigin'.
Assign a hotkey.
Save as Default (Optional).
"""


bl_info = {
	"name": "FastOrigin",
	"author": "Gert De Roost",
	"version": (0, 4, 1),
	"blender": (2, 6, 8),
	"location": "View3D > Tools",
	"description": "Set object origin with snapping.",
	"warning": "",
	"wiki_url": "",
	"tracker_url": "",
	"category": "Object"}



import bpy
from bpy_extras.view3d_utils import location_3d_to_region_2d
import bmesh
from bgl import glColor3f, glBegin, GL_POLYGON, glVertex2f, glEnd
from mathutils import * 
import time


class FastScalePanel(bpy.types.Panel):
	bl_label = "FastScale"
	bl_space_type = 'VIEW_3D'
	bl_region_type = 'TOOLS'
	bl_category = 'Tools'

	def draw(self, context):
		self.layout.operator("mesh.fastscale")
		self.layout.operator("object.fastorigin", text="Choose Origin")
		
		
class FastOrigin(bpy.types.Operator):
	bl_idname = "object.fastorigin"
	bl_label = "Fast Origin"
	bl_description = "Set object origin with snapping"
	bl_options = {'REGISTER', 'UNDO'}
	
	@classmethod
	def poll(cls, context):
		obj = context.active_object
		return (obj and obj.type == 'MESH')

	def invoke(self, context, event):
		
		bpy.types.Scene.PreSelOff = bpy.props.BoolProperty(
				name = "PreSelOff", 
				description = "Switch off PreSel during Straighten operation",
				default = True)
		
		self.init_fastorigin(context)
		
		context.window_manager.modal_handler_add(self)

		self._handle = bpy.types.SpaceView3D.draw_handler_add(self.redraw, (), 'WINDOW', 'POST_PIXEL')
		
		return {'RUNNING_MODAL'}


	def modal(self, context, event):

		if event.type in {'LEFTMOUSE', 'MIDDLEMOUSE', 'RIGHTMOUSE', 'WHEELDOWNMOUSE', 'WHEELUPMOUSE', 'G', 'X', 'Y', 'Z', 'MOUSEMOVE'}:
			return {'PASS_THROUGH'}
			
		elif event.type in {'RET', 'NUMPAD_ENTER'}:
			del bpy.types.Scene.PreSelOff
			# Consolidate changes.
			for v in self.vsellist:
				v.select = True
			for e in self.esellist:
				e.select = True
			for f in self.fsellist:
				f.select = True
			self.bm.verts.remove(self.originvert)
			bmesh.update_edit_mesh(self.mesh, destructive=True)
			self.mesh.update()
			self.bm.free()
			self.snapelem = context.tool_settings.snap_element
			self.snapstate = context.tool_settings.use_snap
			context.tool_settings.snap_element = self.snapelsave
			context.tool_settings.use_snap = self.snapstsave
			bpy.ops.object.editmode_toggle()
			bpy.ops.object.origin_set(type='ORIGIN_CURSOR')
			self.space3d.cursor_location = self.cursorsave			
			if self.mode == 'EDIT':
				bpy.ops.object.editmode_toggle()
			bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
			return {'FINISHED'}
		
		return {'RUNNING_MODAL'}


	def init_fastorigin(self, context):
	
		for space in context.area.spaces:
			if space.type == 'VIEW_3D':
				self.space3d = space
		self.selobj = context.active_object
		self.mesh = self.selobj.data
		self.area = context.area
		
		self.rv3ds = {}
		for a in bpy.context.screen.areas:
			if not(a.type == "VIEW_3D"):
				continue
			for sp in a.spaces:
				if sp.type == "VIEW_3D":
					for r in a.regions:
						if not(r.type == "WINDOW"):
							continue
						self.rv3ds[r] = sp.region_3d
		
		self.mode = self.selobj.mode
		if self.mode == 'OBJECT':
			bpy.ops.object.editmode_toggle()
		self.bm = bmesh.from_edit_mesh(self.mesh)
		
		self.vsellist = []
		self.esellist = []
		self.fsellist = []
		for v in self.bm.verts:
			if v.select:
				self.vsellist.append(v)
		for e in self.bm.edges:
			if e.select:
				self.esellist.append(e)
		for f in self.bm.faces:
			if f.select:
				self.fsellist.append(f)
			
		self.snapelem = 'VERTEX'
		self.snapstate = True
		
		self.snapelsave = context.tool_settings.snap_element
		self.snapstsave = context.tool_settings.use_snap
		context.tool_settings.snap_element = self.snapelem
		context.tool_settings.use_snap = self.snapstate
		self.cursorsave = self.space3d.cursor_location.copy()
		for v in self.bm.verts:
			v.select = False
		context.tool_settings.mesh_select_mode = [True, False, False]
		self.originvert = self.bm.verts.new((0, 0, 0))
		self.originvert.select = True
		bmesh.update_edit_mesh(self.mesh, destructive=True)
		self.mesh.update()
		self.space3d.cursor_location = self.originvert.co[:]
		
				
	def getscreencoords(self, vec, reg, rv3d):
	
		# calculate screencoords of given Vector
		vec.rotate(self.selobj.matrix_world)
		vec.rotate(self.selobj.matrix_world)
		vec =  vec * self.selobj.matrix_world + self.selobj.matrix_world.to_translation()
		return location_3d_to_region_2d(reg, rv3d, vec)


	
	def redraw(self):
	
		drawregion = bpy.context.region
		
		rv3d = self.rv3ds[drawregion]
		vec = self.originvert.co.copy()
		vec.rotate(self.selobj.matrix_world)
		vec.rotate(self.selobj.matrix_world)
		self.space3d.cursor_location =  vec * self.selobj.matrix_world + self.selobj.matrix_world.to_translation()

		glColor3f(1.0, 1.0, 0)
		glBegin(GL_POLYGON)
		x, y = self.getscreencoords(Vector(self.originvert.co), drawregion, rv3d)
		glVertex2f(x-2, y-2)
		glVertex2f(x-2, y+2)
		glVertex2f(x+2, y+2)
		glVertex2f(x+2, y-2)
		glEnd()



def register():
	bpy.utils.register_module(__name__)


def unregister():
	bpy.utils.unregister_module(__name__)


if __name__ == "__main__":
	register()


	
